conveyor belts -1 reply

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Omegasigma

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16th March 2006

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#1 10 years ago

in sp, there some conveyor belts that push the player, i was wondering how to replicate this in mp, as in what else do i need to add to a custom conveyor belt shader?




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#2 10 years ago

The easiest way in my opinion is to do func_trains, but of course it depends on where you want the belt and how it should look like, but the normal way is func_train pieces that you assemble.

in SP they did a texture that was scrolling, and a trigger push or similar. I do not really know.




Omegasigma

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#3 10 years ago

since this is being used on a moving map, 5 brushes are the ground, basic yes, but they have a conveyor shader to appear moving.




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#4 10 years ago

To look like they are moving, you have to have a shader, and to get a simple scrolling shader, you can look in a certain folder, but i do not konw what it is directly from mind, i am sorry, but there are shader masters out there that can probably make one.




Omegasigma

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#5 10 years ago

assits1/shaders/factory, so i should only need a push trigger?




NAB622

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#6 10 years ago

I don't believe you can use a trigger_push - you won't be able to jump off. You'll get stuck on the belt, unable to move.

And the conveyor belts in SP? They're made of SP specific entities - you probably won't be able to use them. If you want them to start and stop, it's gonna be REALLY tough.

Raven did what was suggested to you - they put a trigger_push on it. Then they realized you wouldn't be able to jump off. So they just aimed it at the nearest wall at a million miles an hour. If you don't believe me, start JA and do "/devmap taspir2", and noclip to the location - it's true.

If you want it to seem realistic, the way I'd do it is with 3 or 4 func_statics and some VERY precise scripting.




Omegasigma

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#7 10 years ago

oh i just want it to constantly run




Omegasigma

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#8 10 years ago

is there any other means of physicly moving a player without physically moving the brushes they are on in MP?




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#9 10 years ago

ive done conveyor belts without scripting, the only thing is to have func_trains that are pieces that move with a linear speed, but of course it depends on how it should be designed.




Jonny2199

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18th September 2005

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#10 10 years ago

Set a cylinder (with a cirular end) as a func_rotate.

Have a hole in the map so only the top of it shows.

It'll be like running on top of a hampster wheel.

If the cylinder is big enough, it won't look too rounded.

No scripting needed, but might look weird.




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